#version 120

attribute vec3 position;
attribute vec2 texCoord;
attribute vec3 normal;

varying vec2 texCoord0;
varying vec3 normal0;

uniform mat4 u_MatrixViewProjection;
uniform mat4 u_Normal;

void main()
{
	gl_Position = u_MatrixViewProjection * vec4 ( position, 1.0 );
	texCoord0 = texCoord;
	normal0 = ( u_Normal * vec4 ( normal, 0.0 ) ).xyz;
}
